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Thread: Tobii EyeX Plugin for Unreal Engine 4 [eye tracking]

  1. #1
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    Tobii EyeX Plugin for Unreal Engine 4 [eye tracking]

    Hello fellow Unreal users,
    My name is Rickard from Tobii Technology AB headquartered in Stockholm, Sweden. Tobii is the global leading eye tracking company and has teamed up with SteelSeries to bring eye tracking to the consumer worldwide. Our vision is that, in time, this technology will be inside every computer.

    The core tech mentality is non-intrusive eye tracking so everyone can use it. We have accomplished a lot in the assistive technology field replacing keyboard/mouse with eye tracking, but for the consumer market and games we will keep the keyboard/mouse and use the eye tracker as a third input for more natural and immersive experiences.

    This means you, as a developer and gamer, will be given more options for gameplay. The center of the screen does not have to be the center of the screen anymore, the center could instead be where you look. Check out Son Of Nor, one of Tobii’s 3 rd party game developers for an example of this.
    For more applied examples in gaming check out the following links.

    https://www.youtube.com/watch?v=Hvq2...utu.be&t=2m35s

    http://fablesinmotion.com/videos.html


    We love games here at Tobii and there are so many ways eye tracking can make games more exciting/immersive.
    That being said we do need more external developers using our SDK’s. With our dev kit you can explore how eye tracking can make your game more intense and intriguing.

    Due to the new paymentplan Epic has, unreal engine users is growing like never before and we estimate it to continue grow. We would like to be a part of that growth alongside the developers. Therefore we are working on a plugin for eye tracking with UE4 and we will give support for it as soon as we possibly can through our devzone at developer.tobii.com.


    We have now released the UE4 plugin, please visit https://github.com/TobiiTechnology/EyeXforUE4/ to pull the github repo!

    Post your feedback in this thread works as i will be monitoring this thread carefully.

    Teaser:


    Your feedback in this thread will provide us with the necessary info of what YOU as a user of the plugin want or need for developing your product.

    If this is something that seems interesting to you, you can buy a devkit at http://www.tobii.com/eyex

    In Q1 SteelSeries will launch the Sentry eye tracker using Tobii hardware. (http://steelseries.com/products/othe...ry-eye-tracker)
    Last edited by {TOBII}Rickard; 12-04-2014 at 12:08 PM.

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    That's actually very cool

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    Ironically I was thinking the other day how immersive it would be to use an eye tracker for multiplayer games so your friends don't look like robots anymore and how I would implement it. I may consider getting the devkit just to make a proof of concept. Should be easy to do if you've already solved the input to the engine.

    Edit*
    Ordered one. Was not as expensive as I first thought it would be. Can't wait to play around with it.
    Last edited by Denny; 10-16-2014 at 02:29 PM.

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    So can I assume this plugin will not work if you are wearing the Oculus as it can't see your eyes? Also could you compare/contrast the differences between Tobii and Faceshift? BTW Fablesinmotion just blew my mind. Are there any additional examples of Tobii in action? What would be really interesting is be to see the CouchKnights demo using Tobii!

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    I apologize for the additional questions. This is very new to me and fascinating. How far can you be from the eye tracking device? For example could you put it in a conference room on top of a projector so you are 3-5 feet away? Can you set control parameters. For example; does it register blinks? Say 2 blinks for yes, long blink for no. Can it work with more than one person at a time on a single device or would you need multiple trackers? What is the average tracking latency? Could I play a pong type game moving the paddles quickly enough with my eye? A free UE4 tutorial in the marketplace or be a guest speaker on the Live Twitch Stream would also be very useful.

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    I would love to see UI (Slate/UMG) interaction using your device. So the gaze data generates "OnMouseLeave/Enter" events for instance.

    Any idea when the plugin is going to be ready?

  7. #7
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    Samaritan
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    If you can track the eyes, can you track the direction the face is pointing in the same way?

  8. #8
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    Very cool.
    This technology would go integrated into a VR setup of some kind :P
    In a non-VR environment, it would have be great as an interface for people unable to use traditional mouse/keyboard/controller setups.
    Rule#21: Be polite, be professional, but have a plan to kill everyone you meet.


  9. #9
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    Quote Originally Posted by FLB View Post
    I apologize for the additional questions. This is very new to me and fascinating. How far can you be from the eye tracking device? For example could you put it in a conference room on top of a projector so you are 3-5 feet away? Can you set control parameters. For example; does it register blinks? Say 2 blinks for yes, long blink for no. Can it work with more than one person at a time on a single device or would you need multiple trackers? What is the average tracking latency? Could I play a pong type game moving the paddles quickly enough with my eye? A free UE4 tutorial in the marketplace or be a guest speaker on the Live Twitch Stream would also be very useful.
    No need to apologize! I'll try answear the questions one by one.

    The distance to the EyeX eye tracker for optimal usage is 60-80cm, you can be a little further away though. You could probably be 3 feet away, but after that you'll notice the distancelimit. This particular device is optimized for desktop/laptop use.

    It does register blinks since we track if your eyes are open or not. You can then do 2 blinks for yes, long blink for no. We do not endorse this use since it's an unnatural behaviour and the risk for false possitives. But if you want to do it - go right ahead.

    The tracker tracks the person infront of the computer using smart algoritms to define who the most probable user is. It doesn't have support for tracking several people at once, you would need several trackers at the moment.

    We currently run in 60hz but we're investigating other hz aswell.

    Yes you could play pong with just your eyes! A coworker made a singleplayer version of pong where you move the paddle on the side you are looking at. (paddle moves towards your gaze)

    I'll definitly look into the live twitch stream and see if they would be interested in having us on there, thanks!


    Quote Originally Posted by FLB View Post
    So can I assume this plugin will not work if you are wearing the Oculus as it can't see your eyes? Also could you compare/contrast the differences between Tobii and Faceshift? BTW Fablesinmotion just blew my mind. Are there any additional examples of Tobii in action? What would be really interesting is be to see the CouchKnights demo using Tobii!
    No that is correct, the oculus and the EyeX cannot be used at the same time.

    I'll make a shot at trying to compare the 2 devices.
    Faceshift is more focused towards 3D programs such as maya and 3D studio max. They are targetting motion capture developers, so the camera they are using is probably really high resolution. The price is probably reflected in this. From what i've seen mostly targetted at animating the face and speech, and as a maya user, i know how tiresome that can be to do manually. We don't get the pitch up and down of the head but we can track the other movements of the head as long as the eye tracker is following you. The faceshift has some basic tracking of the eyes but i don't know if they track the eyes compared to the monitor or just compared to the rest of the face. I would say it's probably compared to the rest of the face. The EyeX device tracks where you are looking on the screen aswell as where you are in 3D space. Those are the main differences from the top of my head.

    Quote Originally Posted by szyszek View Post
    I would love to see UI (Slate/UMG) interaction using your device. So the gaze data generates "OnMouseLeave/Enter" events for instance.

    Any idea when the plugin is going to be ready?
    The OnMouseLeave/Enter is doable

    The estimate is just a few weeks away. The focus is high on getting everything stable. I will definitly update this thread as it gets more and more ready!

    Quote Originally Posted by Tontow View Post
    If you can track the eyes, can you track the direction the face is pointing in the same way?
    Yes, the device uses facial recognition algoritms so you can use functions to find out the direction of the head.

    Quote Originally Posted by darthviper107 View Post
    That's actually very cool
    Glad you like it!

    Quote Originally Posted by Denny View Post
    Ironically I was thinking the other day how immersive it would be to use an eye tracker for multiplayer games so your friends don't look like robots anymore and how I would implement it. I may consider getting the devkit just to make a proof of concept. Should be easy to do if you've already solved the input to the engine.

    Edit*
    Ordered one. Was not as expensive as I first thought it would be. Can't wait to play around with it.
    You can get true eye contact and make A.I that can react alot better to what the user is thinking/doing. Humans tend to look at what they are going to use next, so you could make some interesting A.I reactions to this. You could event make different regions on the A.Is trigger different A.I reactions. Would be interesting to see this concept used in a tavern/bar. We have support for C/C++, .NET and Unity atm but as indicated strongly earlier, we are close to completing the UE4 plugin aswell.

    Something i would like to see is for example being able to see where the teammates in multiplayer is looking. I personally can't remember how many times i've explained where i want them to go. If i do this in real life people knows where i want them to go just by looking at where i'm looking. Subtle things that makes a world of difference.

    If you have any questions or problems don't hesitate to ask on the dev zone!

    developer.tobii.com

    Quote Originally Posted by Kris View Post
    Very cool.
    This technology would go integrated into a VR setup of some kind :P
    In a non-VR environment, it would have be great as an interface for people unable to use traditional mouse/keyboard/controller setups.
    We have alot of hardware for assistive uses, so you are spot on sir.

    The current push with the EyeX is focusing more on traditional mouse/keyboard/controller setups using it as an additional input to the ones we are already using today.

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    [QUOTE={TOBII}Rickard;165146]No need to apologize! I'll try answear the questions one by one.

    The distance to the EyeX eye tracker for optimal usage is 60-80cm, you can be a little further away though. You could probably be 3 feet away, but after that you'll notice the distancelimit. This particular device is optimized for desktop/laptop use.

    It does register blinks since we track if your eyes are open or not. You can then do 2 blinks for yes, long blink for no. We do not endorse this use since it's an unnatural behaviour and the risk for false possitives. But if you want to do it - go right ahead.

    The tracker tracks the person infront of the computer using smart algoritms to define who the most probable user is. It doesn't have support for tracking several people at once, you would need several trackers at the moment.

    We currently run in 60hz but we're investigating other hz aswell.

    Yes you could play pong with just your eyes! A coworker made a singleplayer version of pong where you move the paddle on the side you are looking at. (paddle moves towards your gaze)

    I'll definitly look into the live twitch stream and see if they would be interested in having us on there, thanks!




    Thanks for the quick reply. Is there a place I can leave my email to get notified when the UE4 plugin is released?

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    You could sent it to me in a private message if you want it by email.

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    http://developer.tobii.com/introduci...real-engine-4/

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    The plugin is now live!
    The above link is a blogpost about it on our devzone wich also contains a github-repo with the plugin.

    This new addition to the Tobii EyeX SDK provides developers with an exciting set of new features to easily and seamlessly create new gaming experiences never possible before.

    “With the new EyeX plug-in for Unreal Engine 4, integrating eye tracking in games becomes very easy. The integration into the UE4 environment has already been done for you and you simply connect with the plug-in,” said Oscar Werner, vice president of Tobii Technology. “Our goal is to give developers tools that enable them to pioneer innovations with eye tracking in a wide range of consumer and enterprise software – from entertainment and gaming to office and productivity tools. This plug-in is the next step in this progression.”
    The EyeX plug-in for Unreal Engine 4 serves as an extension to Tobii’s current library of developmental tools, which include EyeX SDK for Unity, EyeX SDK for .NET and EyeX SDK for C/C++. It gives game developers a set of easy-to-use tools so they may unleash their creativity and design talent to create truly immersive gaming experiences only made possible with eye tracking.

    Features of the EyeX plug-in for Unreal Engine 4:
    • Gaze point: The point on the screen where the player’s eyes are looking.
    • Fixations: Points on the screen where the player’s eyes linger to focus on something.
    • Eye positions: The positions of the player’s eyeballs in 3-D space.
    • User presence: If there is a player in front of the screen or not.
    • Automatic detection: Indication of the actor who has the player’s gaze focus.
    • Blueprint and C++ support: All of the EyeX plug-in features are readily available through both UE4’s visual scripting editor and from C++.

    To learn more about the Tobii EyeX plug-in for Unreal Engine 4 in video format, please have a look at the video in the original post at the top.

    To get your own Tobii EyeX dev kit, visit www.tobii.com/eyex

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    Hello Rickard,

    Is the EyeX powerful enough to perform little amateur "neuromarketing" tests? I'd like to combine it with an Emotiv Epoc+ and record some brain+eye activity.

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    Quote Originally Posted by masterneme View Post
    Hello Rickard,

    Is the EyeX powerful enough to perform little amateur "neuromarketing" tests? I'd like to combine it with an Emotiv Epoc+ and record some brain+eye activity.
    It is, but we have an entire buisness department for analysis. What do you want to use it for more specifically? Only UX testing and analysis? The eyeX devkit device is for making games primarily.

    The license agreements can be found here; http://developer-files.tobii.com/wp-...-Agreement.pdf

    If there is something outside the boundraries of the agreement you'd like to do just contact me (rickard.wallin[at]tobii.com) and i'll relay you to the correct person. We might be able to work something out since Tobii is not an unreasonable company.

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    Here are some thinks that i would use eyetracking in games for.
    - Lens effects (dof, MB, hdr...)
    - gui (map nav...)
    - a.i.
    - trigger scripted events ( this is a must have. I hate to press a button to focus on an ingame event\cutscene and every design will agree that way to much of their hard work isnt regonized because of bad timing on the player and engine side.)

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    Quote Originally Posted by olek View Post
    Here are some thinks that i would use eyetracking in games for.
    - Lens effects (dof, MB, hdr...)
    - gui (map nav...)
    - a.i.
    - trigger scripted events ( this is a must have. I hate to press a button to focus on an ingame event\cutscene and every design will agree that way to much of their hard work isnt regonized because of bad timing on the player and engine side.)
    Those are all very good examples.

    If you want some more direct interactions you could also have secondary attacks such as throwing a grenade in the direction you are looking, secondary attacks, primary attacks, picking up items you are looking at instead of pixelhunting with crosshair(items highlighting with you look at them) etc.

    bonusvideo:


  17. #17
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    Unreal Engine Support
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    That's a very interesting game concept. Seems like a good foundation for greater intrigue in the future.

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    Quote Originally Posted by {TOBII}Rickard View Post
    It is, but we have an entire buisness department for analysis. What do you want to use it for more specifically? Only UX testing and analysis? The eyeX devkit device is for making games primarily.

    The license agreements can be found here; http://developer-files.tobii.com/wp-...-Agreement.pdf

    If there is something outside the boundraries of the agreement you'd like to do just contact me (rickard.wallin[at]tobii.com) and i'll relay you to the correct person. We might be able to work something out since Tobii is not an unreasonable company.
    I've been watching the Sentry videos, that is exactly what I was talking about and what I'm looking for. Now my question would be, is there any difference between the Sentry and the EyeX or are both the same hardware?

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    Quote Originally Posted by Steve Hardister View Post
    That's a very interesting game concept. Seems like a good foundation for greater intrigue in the future.
    I totally agree, it shows the foundation for giving A.I some form of context to increase immersion.

    Quote Originally Posted by masterneme View Post
    I've been watching the Sentry videos, that is exactly what I was talking about and what I'm looking for. Now my question would be, is there any difference between the Sentry and the EyeX or are both the same hardware?
    They are the same hardware, so anything developed with the Tobii EyeX devkit will work with the SteelSeries Sentry.

    If you buy the sentry however, you will get the game analyzer software automaticly. Naturally if you buy a devkit and you want the game analyzer, you wont have to buy a new Sentry device as there will be an upgrade option.

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    Quote Originally Posted by {TOBII}Rickard View Post
    They are the same hardware, so anything developed with the Tobii EyeX devkit will work with the SteelSeries Sentry.

    If you buy the sentry however, you will get the game analyzer software automaticly. Naturally if you buy a devkit and you want the game analyzer, you wont have to buy a new Sentry device as there will be an upgrade option.
    Awesome, thank you.

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    I was an psychology graduate before I enter VR. I missed eye-tracking devices in the visual perception lab. I tried the unity sdk once, that was good enough, and was thinking if there could be one for UE4. If your products can be combined with Oculus Rift. You gonna shake the world!.

    Great job, you guys!

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    Looking forward to trying this out in our game!
    Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-source template)

  23. #23
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    Quote Originally Posted by prcn3dlight View Post
    I was an psychology graduate before I enter VR. I missed eye-tracking devices in the visual perception lab. I tried the unity sdk once, that was good enough, and was thinking if there could be one for UE4. If your products can be combined with Oculus Rift. You gonna shake the world!.

    Great job, you guys!
    We do have a unityplugin aswell. Sorry mods and devs for linking this here but feels somewhat relevant. http://developer.tobii.com/getting-s...sdk-for-unity/ It gets you started in 3mins with unity.

    VR devices would be silly not to include eye tracking in their devices for reasons like this:



    Quote Originally Posted by Tom Looman View Post
    Looking forward to trying this out in our game!
    And i'm looking forward to seeing it in your game, I litterly can't wait to try it out!

  24. #24
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    Mythic
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    Does this work with 3d glasses?

  25. #25
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    Quote Originally Posted by Nawrot View Post
    Does this work with 3d glasses?
    What kind of 3D glasses are we talking about?

    VR or wearable glasses you wear for cinema?
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    Or these

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  26. #26
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    Mythic
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    Nvidia, or any of this type. I think for them only one eye is visible at a time.

  27. #27
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    Cool, I'll have to check the eyeX out. I've worked with your more advanced eye trackers at the Norwegian University of Science and Technology, which had a rather cumbersome calibration procedure - I'm hoping that's changed for this consumer product

  28. #28
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    Quote Originally Posted by Nawrot View Post
    Nvidia, or any of this type. I think for them only one eye is visible at a time.
    We can track each eye individually. I've been searching the office for our 3D glasses but they seem to be lost and it's not superhigh on the todo list of hardware QA.

    3D glasses uses an active shutter system(http://en.wikipedia.org/wiki/Active_shutter_3D_system) so techwise/theoretically it might work, assuming we get the data while one of the glasses is closed.

    Unfortunly i cannot tell you a straight answear regarding this and untill the 3D glasses we have here shows up i can't test it out myself either.

    If i do find them i'll post about it again for sure!

    Quote Originally Posted by Drexciya View Post
    Cool, I'll have to check the eyeX out. I've worked with your more advanced eye trackers at the Norwegian University of Science and Technology, which had a rather cumbersome calibration procedure - I'm hoping that's changed for this consumer product
    The EyeX has a quite a fast calibration, it's based of profiles and each profile(so you can switch between users easily) is calibrated by looking at 9 spots on the screen. It's over and done in 20seconds and only needs to be done once per user.

    In short, it's very pain-free to calibrate. The calibrate process is also exposed in the API's since our last engineupdate 1.1.0
    http://developer.tobii.com/eyex-1-1-0-and-eyex-sdk-1-2/
    Last edited by {TOBII}Rickard; 12-18-2014 at 05:32 AM.

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    Hi Rickard,

    I posted this over on the tobii developer forums but figured I'd post here to.

    We've tried building the project from the git resource with UE4.9, added the include to the EyeXPlayerController.h as mentioned by others on the tobii forums however we still get the following compile errors.

    Any ideas?

    Code:
    1>------ Build started: Project: EyeXSamples, Configuration: Development_Editor x64 ------
    1>  Creating makefile for EyeXSamplesEditor (no existing makefile)
    1>  Performing full C++ include scan (no include cache file)
    1>  Parsing headers for EyeXSamplesEditor
    1>    Running UnrealHeaderTool "C:\Users\Greg\Desktop\EyeXforUE4-master\EyeXSamples.uproject" "C:\Users\Greg\Desktop\EyeXforUE4-master\Intermediate\Build\Win64\EyeXSamplesEditor\Development\UnrealHeaderTool.manifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -rocket -installed
    1>  C:/Users/Greg/Desktop/EyeXforUE4-master/Plugins/TobiiEyeX/Source/TobiiEyeX/Public/EyeXActorBase.h(60) : LogCompile:Error: BlueprintImplementableEvents should not be virtual. Use BlueprintNativeEvent instead.
    1>  C:/Users/Greg/Desktop/EyeXforUE4-master/Plugins/TobiiEyeX/Source/TobiiEyeX/Public/EyeXActorBase.h(67) : LogCompile:Error: BlueprintImplementableEvents should not be virtual. Use BlueprintNativeEvent instead.
    1>  Reflection code generated for EyeXSamplesEditor in 7.1229886 seconds
    1>  Performing 21 actions (4 in parallel)
    1>  [3/21] Resource PCLaunch.rc
    1>  [4/21] Resource ModuleVersionResource.rc.inl
    1>  PCH.EyeXPluginPrivatePCH.h.cpp
    1>  PCH.EyeXSamples.h.cpp
    1>  [5/21] Resource ModuleVersionResource.rc.inl
    1>  [6/21] Resource EyeXSamples.rc
    1>  EyeXSamples.cpp
    1>  MyActor.cpp
    1>  EyeXSamples.generated.cpp
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Source\EyeXSamples\MyActor.cpp(5): error C2059: syntax error : 'string'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Source\EyeXSamples\MyActor.cpp(5): error C2143: syntax error : missing ',' before '&'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Source\EyeXSamples\MyActor.cpp(5): error C2059: syntax error : '&'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Source\EyeXSamples\MyActor.cpp(6): error C2511: 'AMyActor::AMyActor(const FObjectInitializer (__cdecl *)(void))' : overloaded member function not found in 'AMyActor'
    1>          c:\users\greg\desktop\eyexforue4-master\source\eyexsamples\MyActor.h(11) : see declaration of 'AMyActor'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Source\EyeXSamples\MyActor.cpp(6): error C2065: 'PCIP' : undeclared identifier
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Source\EyeXSamples\MyActor.cpp(7): error C2550: 'AMyActor::{ctor}' : constructor initializer lists are only allowed on constructor definitions
    1>  EyeXUtils.cpp
    1>  EyeXPlugin.cpp
    1>  EyeXStateAccessor.cpp
    1>  EyeXPlayerController.cpp
    1>  TobiiEyeX.generated.cpp
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(47): error C2059: syntax error : 'string'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(47): error C2143: syntax error : missing ',' before '&'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(47): error C2059: syntax error : '&'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(48): error C2511: 'AEyeXPlayerController::AEyeXPlayerController(const FObjectInitializer (__cdecl *)(void))' : overloaded member function not found in 'AEyeXPlayerController'
    1>          C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Public\EyeXPlayerController.h(63) : see declaration of 'AEyeXPlayerController'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(48): error C2065: 'PCIP' : undeclared identifier
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(49): error C2550: 'AEyeXPlayerController::{ctor}' : constructor initializer lists are only allowed on constructor definitions
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(51): error C2228: left of '.bCanEverTick' must have class/struct/union
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(54): error C2597: illegal reference to non-static member 'AEyeXPlayerController::DetectionMode'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(55): error C2597: illegal reference to non-static member 'AEyeXPlayerController::GazePointMode'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(56): error C2597: illegal reference to non-static member 'AEyeXPlayerController::MaxDistance'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(57): error C2228: left of '.Add' must have class/struct/union
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(58): error C2597: illegal reference to non-static member 'AEyeXPlayerController::MinUpdateDistance'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(59): error C2597: illegal reference to non-static member 'AEyeXPlayerController::bVisualizeDetection'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(60): error C2597: illegal reference to non-static member 'AEyeXPlayerController::SweepSphereRadius'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(61): error C2597: illegal reference to non-static member 'AEyeXPlayerController::SweepIntervals'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(62): error C2597: illegal reference to non-static member 'AEyeXPlayerController::BoxSize'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(65): error C2597: illegal reference to non-static member 'AEyeXPlayerController::EyeX'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(66): error C2597: illegal reference to non-static member 'AEyeXPlayerController::LastUsedGazePoint'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXPlayerController.cpp(67): error C2597: illegal reference to non-static member 'AEyeXPlayerController::LastFocusedActor'
    1>  EyeXDataStream.cpp
    1>  EyeXClientLibraryLoader.cpp
    1>  EyeXBlueprintLibrary.cpp
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXBlueprintLibrary.cpp(8): error C2059: syntax error : 'string'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXBlueprintLibrary.cpp(8): error C2143: syntax error : missing ',' before '&'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXBlueprintLibrary.cpp(8): error C2059: syntax error : '&'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXBlueprintLibrary.cpp(9): error C2511: 'UEyeXBlueprintLibrary::UEyeXBlueprintLibrary(const FObjectInitializer (__cdecl *)(void))' : overloaded member function not found in 'UEyeXBlueprintLibrary'
    1>          c:\users\greg\desktop\eyexforue4-master\plugins\tobiieyex\source\tobiieyex\private\EyeXBlueprintLibrary.h(15) : see declaration of 'UEyeXBlueprintLibrary'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXBlueprintLibrary.cpp(9): error C2065: 'PCIP' : undeclared identifier
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXBlueprintLibrary.cpp(10): error C2550: 'UEyeXBlueprintLibrary::{ctor}' : constructor initializer lists are only allowed on constructor definitions
    1>  EyeXActorBase.cpp
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXActorBase.cpp(7): error C2059: syntax error : 'string'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXActorBase.cpp(7): error C2143: syntax error : missing ',' before '&'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXActorBase.cpp(7): error C2059: syntax error : '&'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXActorBase.cpp(8): error C2511: 'AEyeXActorBase::AEyeXActorBase(const FObjectInitializer (__cdecl *)(void))' : overloaded member function not found in 'AEyeXActorBase'
    1>          C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Public\EyeXActorBase.h(20) : see declaration of 'AEyeXActorBase'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXActorBase.cpp(8): error C2065: 'PCIP' : undeclared identifier
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXActorBase.cpp(9): error C2550: 'AEyeXActorBase::{ctor}' : constructor initializer lists are only allowed on constructor definitions
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXActorBase.cpp(11): error C2228: left of '.bCanEverTick' must have class/struct/union
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXActorBase.cpp(14): error C2597: illegal reference to non-static member 'AEyeXActorBase::MinDistance'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXActorBase.cpp(15): error C2597: illegal reference to non-static member 'AEyeXActorBase::MaxDistance'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXActorBase.cpp(16): error C2597: illegal reference to non-static member 'AEyeXActorBase::bIgnoreHeightInDistanceCalculation'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXActorBase.cpp(17): error C2597: illegal reference to non-static member 'AEyeXActorBase::bVisualizeDistance'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXActorBase.cpp(18): error C2597: illegal reference to non-static member 'AEyeXActorBase::DwellTimeActivate'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXActorBase.cpp(19): error C2597: illegal reference to non-static member 'AEyeXActorBase::DwellTimeDeactivate'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXActorBase.cpp(22): error C2597: illegal reference to non-static member 'AEyeXActorBase::bTraceHit'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXActorBase.cpp(23): error C2597: illegal reference to non-static member 'AEyeXActorBase::bHasFocus'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXActorBase.cpp(24): error C2597: illegal reference to non-static member 'AEyeXActorBase::CurrentTimeIn'
    1>C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Source\TobiiEyeX\Private\EyeXActorBase.cpp(25): error C2597: illegal reference to non-static member 'AEyeXActorBase::CurrentTimeOut'
    1>  EyeXMathHelpers.cpp
    1>  -------- End Detailed Actions Stats -----------------------------------------------------------
    1>ERROR : UBT error : Failed to produce item: C:\Users\Greg\Desktop\EyeXforUE4-master\Plugins\TobiiEyeX\Binaries\Win64\UE4Editor-TobiiEyeX.dll
    1>  Total build time: 50.75 seconds
    1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command ""D:\Games\Unreal\Epic Games\4.9\Engine\Build\BatchFiles\Build.bat" EyeXSamplesEditor Win64 Development "C:\Users\Greg\Desktop\EyeXforUE4-master\EyeXSamples.uproject" -rocket" exited with code -1.
    ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

  30. #30
    0
    I am currently building a demo with the TobiiEyeX , the plugin works fine in the editor but when I take a build it doesn't seem to be working . Has anyone else encountered this issue , if yes is there a solution for this.

  31. #31
    0
    The issue was with the dll , not being found. So either copying the dll manually or add the following line to the plugins build.cs solved the issue for me.

    RuntimeDependencies.Add(new RuntimeDependency(“$(ProjectDir)/Plugins/TobiiEyeX/ThirdParty/EyeX/lib/x64/Tobii.EyeX.Client.dll”));

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